sjohnson89 Posted July 28, 2018 Share Posted July 28, 2018 thanks to help of fellow modder friends i'm close to solving all of my problems. this is a mod i always wanted to make. it requires some footwork with so many things to edit but i'll get it done. the goals are: -implementing classic style damage resistances (laser, plasma, fire, explosive, normal and electric resistance, which will be used by classic pulse rifle and pistol along with alien blaster)-global damage and hit point shrink FOR everything, staying loyal to fallout 2 values. -classic special bonuses-classic perks (might skip some of them, planning to use most effective ones like slayer or sniper), along with removal of some perks from the default game too. with slayer and sniper you'll already be an unstoppable machine of destruction.-armor piercing critical effects...have to still figure this one out. need help with it so how will i handle random damage from fo2? there is a mod adds that but it relies too much on scripting and it'll probably mess up specific resistances thing. i can do this two ways: -either i pick the average damage value for the weapon (a pistol with 5-10 damage would deal (5+10)/2=7.5=>7 damage)-or i pick the maximum damage, which is 10 for the pistol example and about enemies...for instance, deathclaws exist in fo2, but what about special variants like legendary deathclaw? -regular deathclaw deals 125 damage in nv, and 5-29 in fo2. for my mod lets say i'm gonna pick the highest possible damage as base damage, so its 30 damage, rounded up. 30/125 is almost 0.25, so that'll be the multiplier. legendary deathclaw deals 275 damage, 275*0.25 is 68 damage rounded up. i also had an idea since i love the classic design. this mod will have the option to replace every other non-classic item. so no more t45s or its variants, weird looking laser weapons or stuff like these. unique weapons like chainsaw will stay. the models will be replaced by the ones from "classic fallout weapons revived" mod. and yes, this mod will require cfwr. -power armor will be super rare, like in classics. and it'll be super powerful too, staying true to the fo2 stats. it will implement a classic t51b model we're working on and classic advanced power armor by lexx. i'm also working on improving the current classic midwest power armor models, the mod may include that armor as a replacement to t51b (with the correct stats). time will tell-i'm going to change the bonus melee/unarmed damage from str, because it was the only thing that didnt make sense in original fallouts. with 1 str your character will deal 10% more damage with unarmed and melee weapons, and 100% more with 10 str. this also works nicely with the fact that melee needed a buff to be a truely viable option in fo2 (compared to heavy weapons)-i need to find a way to make agility important for every combat based character again. other mods worked around this by adding attack and movement speed bonuses to agility. sounds good to me. should it only affect melee/unarmed weapons or guns (each one of them) too? and what would the magnitude of the effect be? let me know!-perception, probably i'd add some spread reduction to it, but i can use more ideas.-with the new resistance system dt will be applied before dr, as it should be. thanks to nightstrom for the idea. to do: -finding a way to implement armor piercing critical hits-find a way to increase creatures critical hit chance, and add perks to them anything i'm missing? please tell me Link to comment Share on other sites More sharing options...
trashgarbage666 Posted July 29, 2018 Share Posted July 29, 2018 (edited) It isn't widely known, but creatures and NPC already have perks! Open up any creature in the GECK and tab over to their Actor Effect List section. There are some perks that only the player can have, but any passive perk can most likely be used. (For instance, if you take a look at Sunny Smiles in the editor, you'll see that she has one rank of Toughness!) Altering a creature's critical hit ratio is also fairly easy! Creatures with special melee attacks use "embedded weapons", which are just normal weapons with the embedded weapon option near the bottom checked. If a creature doesn't have an embedded weapon, then give them one. Just change the critical hit rate of the weapon, and that should do the trick. As a side note, I love your idea. This is also really uncanny timing, because I spent the afternoon thinking about how somebody might go about making a mod just like this. Good luck with the project! Edited July 29, 2018 by punchbattle Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 29, 2018 Author Share Posted July 29, 2018 (edited) hey man thanks a lot for your reply and kind words. yeah so i can add perks to them, very nice. i wasnt able to find or add this embedded weapon, not with at deathclaws at least. are these weapons things like protectron laser? i dont think creatures with melee damage dont have those, i may be wrong though crap. this is taken from geck page. how the hell am i gonna add critical hits to creatures now Report FieldsCritical Chance: Not used by creatures.Melee Damage: Not used by creatures.Unarmed Damage: Not used by creatures.Poison Resist: The percentage of poison damage that is ignored by the creature.Radiation Resist: Not used. All creatures are immune to radiation. Edited July 29, 2018 by sjohnson89 Link to comment Share on other sites More sharing options...
trashgarbage666 Posted July 29, 2018 Share Posted July 29, 2018 (edited) I have an idea! You could make a bunch of perks that increase critical chance by different amounts, and give them out to each creature as needed. So, for instance, Mother Deathclaws in Fallout 1 and 2 have a 30% crit chance, whereas in NV it's probably only 10% (guessing based on their Luck). Giving them a perk that increases their crit chance by +20% should make up the difference! When making the Actor Effect for the perk, the Effect you're looking for is called "IncreaseCritChance". And if you want to make absolutely sure the perk is increasing the creature's crit chance correctly, spawn one next to you, open up the console, click on it, and type "GetAV CritChance". Actually, you could probably make perks to adjust a creature's Melee Damage, Unarmed Damage, Poison Resist, and Radiation Resist in the exact same way! Edited July 29, 2018 by punchbattle Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 29, 2018 Author Share Posted July 29, 2018 sounds great. i read that text as creatures are unable to deal critical hit damage. i'll get back to my pc and do a quick test while staying naked. the mod i use shows the damage i take so it should be easy to notice the damage Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 29, 2018 Author Share Posted July 29, 2018 i tested it with legendary deathclaw. added it +50% crit chance, his base damage was but it kept damaging me for 10. before adding critical hit chances its base damage was 1 but i took 2 damage from its attacks. for some reason it deals double of the value entered. but the damage was static, it didnt deal critical damage. Link to comment Share on other sites More sharing options...
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